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Need Helping debugging a mod crash


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I am hoping someone here can help me.... I have a mod I've been working on without any major CTD's etc. till now. And between V1.17 and V1.18 the only thing I did was add new buildings to Sloan (Basically remodeled it as part of my mod.)

 

I'd fall back to my V1.17 but I spent a a lot of time and energy in the Sloan expansion to my mod to just start again. And the whole thing makes no sense. I didn't change game mechanics. I copied the New Steel Building and after pasting it into my cell - turned it into a Static Collection. Duplicated the interiors to the steel building and copied a few doors.

 

I've run it through FNV edit and power up. NO major issues there (there are things I need to "clean up" but nothing that was crashing FNV at boot). I compared V1.17 and V1.18 of my mod and corrected any major differences (that I could find) - other than the Sloan expansion of course. I use Powerup and no major issues there. I can't find the bug. ANY suggestions on getting crash dump or finding what persistent ref. or other small item is mis-checked, etc. that could be causing it... versus having to start over? :wallbash:

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BTW: here is the fault error:

 

Faulting application name: FalloutNV.exe, version: 1.4.0.525, time stamp: 0x4e0d50ed

Faulting module name: FalloutNV.exe, version: 1.4.0.525, time stamp: 0x4e0d50ed

Exception code: 0xc0000005

Fault offset: 0x00164be8

Faulting process id: 0x1740

Faulting application start time: 0x01cdcc634f6fa28d

Faulting application path: C:\Program Files (x86)\Bethesda Softworks\Fallout New Vegas Ultimate Edition\FalloutNV.exe

Faulting module path: C:\Program Files (x86)\Bethesda Softworks\Fallout New Vegas Ultimate Edition\FalloutNV.exe

Report Id: ce1e6b42-3857-11e2-8853-2c27d7c417f6

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BTW: here is the fault error:

 

Faulting application name: FalloutNV.exe, version: 1.4.0.525, time stamp: 0x4e0d50ed

Faulting module name: FalloutNV.exe, version: 1.4.0.525, time stamp: 0x4e0d50ed

Exception code: 0xc0000005

Fault offset: 0x00164be8

Faulting process id: 0x1740

Faulting application start time: 0x01cdcc634f6fa28d

Faulting application path: C:\Program Files (x86)\Bethesda Softworks\Fallout New Vegas Ultimate Edition\FalloutNV.exe

Faulting module path: C:\Program Files (x86)\Bethesda Softworks\Fallout New Vegas Ultimate Edition\FalloutNV.exe

Report Id: ce1e6b42-3857-11e2-8853-2c27d7c417f6

 

Are you testing it with any other mods running? When does the CTD happen? When you start the game, or when you load your save?

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BTW: here is the fault error:

 

Faulting application name: FalloutNV.exe, version: 1.4.0.525, time stamp: 0x4e0d50ed

Faulting module name: FalloutNV.exe, version: 1.4.0.525, time stamp: 0x4e0d50ed

Exception code: 0xc0000005

Fault offset: 0x00164be8

Faulting process id: 0x1740

Faulting application start time: 0x01cdcc634f6fa28d

Faulting application path: C:\Program Files (x86)\Bethesda Softworks\Fallout New Vegas Ultimate Edition\FalloutNV.exe

Faulting module path: C:\Program Files (x86)\Bethesda Softworks\Fallout New Vegas Ultimate Edition\FalloutNV.exe

Report Id: ce1e6b42-3857-11e2-8853-2c27d7c417f6

 

Are you testing it with any other mods running? When does the CTD happen? When you start the game, or when you load your save?

 

The mod and regular game boot (not mod but FNV startup) were working fine in V1.17 of my mod. I finished adding the buildings to Sloan (which I HAD been testing as I went) and went to test the final changes.... and then CTD when starting FNV. It CTDs on the Bethesda boot screen.. literally. It gets that screen and boom. It crashes.

 

When I go back to V1.17 everything is good. Game boots fine as does the save game. I seem to have changed one little thing in the final mod save that the game doesnt like. But I've run fnv edit to compare the version changes (between 1.17 and 1.18), looked at it through FOMM and I use powerup. It should be working. And that is A LOT of work to lose over one thing that might be "checked"/enabled/disabled incorrectly ... :wallbash: :wallbash: :wallbash: :wallbash:

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Did you bung things together as an SCOL relatively early on, or did you do that right before the final revision? 'Cause I've had some serious bad luck with SCOLs. They never seem to behave the way they ought.

 

I don't know why that would crash with a bad memory read/write exception, though.

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Did you bung things together as an SCOL relatively early on, or did you do that right before the final revision? 'Cause I've had some serious bad luck with SCOLs. They never seem to behave the way they ought.

 

I don't know why that would crash with a bad memory read/write exception, though.

 

 

I did one SCOL right before the last save. I had copied the New Steel Exterior pasted it in my cell and then merged it. Hmmm... I'm not sure. Weird why it would cause this crash... unless GECK just corrupted my save. About to find out.. I built the town again. Well, have started it. makes me mad though... that was a lot of work. And not just that... but you know when you have things looking artistically about as good as its going to get... very rarely (at least me) am happy with the next attempt! :pirate:

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Did you bung things together as an SCOL relatively early on, or did you do that right before the final revision? 'Cause I've had some serious bad luck with SCOLs. They never seem to behave the way they ought.

 

I don't know why that would crash with a bad memory read/write exception, though.

 

 

I did one SCOL right before the last save. I had copied the New Steel Exterior pasted it in my cell and then merged it. Hmmm... I'm not sure. Weird why it would cause this crash... unless GECK just corrupted my save. About to find out.. I built the town again. Well, have started it. makes me mad though... that was a lot of work. And not just that... but you know when you have things looking artistically about as good as its going to get... very rarely (at least me) am happy with the next attempt! :pirate:

 

The GECK automatically maintains a backup array.

 

If you haven't gotten too far along, you might be able to revert. Data\Backup\[YourModName].0-9.bak

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Did you bung things together as an SCOL relatively early on, or did you do that right before the final revision? 'Cause I've had some serious bad luck with SCOLs. They never seem to behave the way they ought.

 

I don't know why that would crash with a bad memory read/write exception, though.

 

 

I did one SCOL right before the last save. I had copied the New Steel Exterior pasted it in my cell and then merged it. Hmmm... I'm not sure. Weird why it would cause this crash... unless GECK just corrupted my save. About to find out.. I built the town again. Well, have started it. makes me mad though... that was a lot of work. And not just that... but you know when you have things looking artistically about as good as its going to get... very rarely (at least me) am happy with the next attempt! :pirate:

 

The GECK automatically maintains a backup array.

 

If you haven't gotten too far along, you might be able to revert. Data\Backup\[YourModName].0-9.bak

 

(^*&^^&%^&%$%^!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :) I wish I would have remembered that BEFORE I started over.

 

I'm so close to getting back to where I was...not sure what to do now. :/

 

THANKS for mentioning that though. I had completely forgotten.

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